Global Touch Virtual Reality Market Research Report Overview to 2027 – Growing Advancements in Virtual Reality Products and Growing Investments in Current Virtual Reality Opportunities –

DUBLIN–(BUSINESS WIRE)–The “Touchscreen Virtual Reality Market Research Report by Component (Hardware & Software), End Use, Region (Americas, Asia Pacific & Europe, Middle East & Africa) – Global Forecast to 2027 – Cumulative Impact of COVID-19” report has been added to from offer.

The global touch virtual reality market size was estimated at USD 328.08 million in 2021, USD 397.01 million in 2022, and is projected to grow at a CAGR of 21.18% to reach USD 1,039.24 million. 2027.

Competitive Strategy Window:

The strategic competitive window analyzes the competitive landscape in terms of markets, applications and geographies to help the vendor define an alignment or match between its capabilities and opportunities for future growth prospects. It describes the optimal or favorable fit for vendors to adopt successive strategies of merger and acquisition, geographic expansion, research and development, and new product introduction strategies to execute further business expansion and growth. during a forecast period.

FPNV positioning matrix:

The FPNV Positioning Matrix evaluates and ranks vendors in the Touch Virtual Reality market based on business strategy (business growth, industry coverage, financial viability, and channel support) and satisfaction product (value for money, ease of use, product features and customer). Support) that helps businesses make better decisions and understand the competitive landscape.

Market share analysis:

The market share analysis offers the analysis of the vendors considering their contribution to the overall market. It gives the idea of ​​its revenue generation in the overall market compared to other providers in the space. It provides information on the performance of vendors in terms of revenue generation and customer base compared to others. Knowing the market share gives an idea of ​​the size and competitiveness of suppliers for the reference year. It reveals the characteristics of the market in terms of accumulation, fragmentation, dominance and merger.

The report provides information about the following pointers:

1. Market Penetration: Provides comprehensive information about the market offered by major players

2. Market Development: Provides detailed information on lucrative emerging markets and analyzes penetration in mature market segments

3. Market Diversification: Provides detailed information on new product launches, untapped geographies, recent developments and investments

4. Competitive Assessment and Intelligence: Provides a comprehensive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of key players

5. Product Development and Innovation: Provides smart insights into future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:

1. What is the market size and forecast of the global Touchscreen Virtual Reality market?

2. What are the inhibiting factors and impact of COVID-19 on the global Touch Virtual Reality market during the forecast period?

3. What are the products/segments/applications/areas to invest in during the forecast period in the Global Virtual Reality Touch Market?

4. What is the competitive strategic window for opportunities in the Global Virtual Reality Touch Market?

5. What are the technology trends and regulatory frameworks in the global tactile virtual reality market?

6. What is the market share of the major vendors in the global tactile virtual reality market?

7. Which modes and strategic moves are considered suitable for entering the global Touchscreen Virtual Reality market?

Market dynamics


  • Increase in demand and use of robotics

  • Increasing penetration of smartphones and connected devices in many end-user industries and growth of the gaming industry

  • Increasing integration of virtual reality with automotive and consumer electronics


  • Lack of effective user experience design

  • Technical issues related to product design


  • Growing Advances in Virtual Reality Products

  • Investments on the rise in the virtual reality market

  • Continuation of research and development initiatives in the field of virtual reality


  • High cost associated with Tactile VR products

Companies cited

  • Apple Inc.

  • Autodesk Inc.

  • Dassault Systemes SE

  • Eon Reality Inc.

  • Google LLC

  • HTC Company

  • jump movement

  • Microsoft Corporation

  • Oculus Rift (Facebook Inc.)

  • Owlchemy Labs

  • Interactive Phaser Lock

  • Sixense Enterprises Inc.

  • Sony Company

  • Technology Unit

  • Improve skills

  • Virtually Live

  • Vuzix

For more information on this report, visit

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